Dragon Song Tavern: Cozy & Adventurous on Steam - User reviews, Price & Information

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Ready to run a tavern with a Dragon companion? On this charming island, you can live out your tavern-keeping dreams. Along the way, you'll meet all kinds of guests, Encounter unicorns, battle Giant Elementals, and embrace adventures! Begin your journey as the Dragon Song calls!

Dragon Song Tavern: Cozy & Adventurous is a casual, farming sim and cooking game developed by Etherous Games Limited and published by HARRISONWORLD CO.,LTD and Etherous Games Limited .
Released on September 24th 2025 is available on Windows and MacOS in 6 languages: English, Simplified Chinese, Japanese, Spanish - Spain, Traditional Chinese and Spanish - Latin America.

It has received 357 reviews of which 273 were positive and 84 were negative resulting in a rating of 7.2 out of 10. 😊

The game is currently priced at 9.75€ on Steam with a 50% discount.


The Steam community has classified Dragon Song Tavern: Cozy & Adventurous into these genres:

Media & Screenshots

Get an in-depth look at Dragon Song Tavern: Cozy & Adventurous through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit
  • Processor: intel i5 9400f
  • Memory: 4 GB RAM
  • Graphics: NVIDIA Geforce GTX 1050Ti
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 10 GB available space
  • Sound Card: /
  • VR Support: /
MacOS
  • OS: macOS 10.15 (Catalina) 或更高版本
  • Processor: Apple M1 或同等性能 Intel 处理器(如 Intel Core i5-8400 及以上)
  • Memory: 8 GB RAM
  • Graphics: Apple 集成图形处理器 / Intel UHD Graphics 630 及以上
  • Network: Broadband Internet connection
  • Storage: 20 GB available space
  • Sound Card: 兼容 macOS 的标准音频设备
  • Additional Notes: 原生支持 Apple 芯片与 Intel 处理器,或通过 Rosetta 2 在 Apple 芯片设备上运行良好

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

45 hours played
Feb. 2026
TLDR: In its current state, it's a soft recommend. Single-player is fine. Co-op needs work if not a massive overhaul. FULL VERSION: I've played this game in single-player, and I've played with co-op. Here are my takes: SIMILARITIES IN MODES: - There is no pressure with time. Unlike Stardew Valley, Coral Island, etc., there is no penalty for staying up late at night. In fact, the same stops the time progression at 24:00, and you stay there until you open, run, and close the tavern. It allows you to take as long as you need to to manage the farm, adventure, and do whatever chores/errands you need to do. - Loading and saving the game is a dream. If you make a mistake, it has different save times, so you can easily go back to the point/time that you need without having to restart the entire day. You can save and exit in the middle of the day. (Again, this is different that SDV or CI.) -- SINGLE-PLAYER: I do quite enjoy the single-player mode. It's been a cozy, laidback experience to which I've stayed up to early in the morning. I haven't had a single issue with bugs, which surprises me given the state of the co-op mode. (More on this below.) During the day, I genuinely look forward to when I can play this game, and I'm excited to unlock new areas, ingredients, and recipes. I do recommend joining the Discord and using the recipe guide if you are nervous about potentially wasting ingredients in the cooking mini-game. -- CO-OP: PROS: - The shared (limitless?) inventory and energy is an unique concept. It eliminates the need to have a chest system, and it makes it so that both players essentially finish up shared activities at the same time. I love this because I'm rarely feeling like I'm waiting on my companion (and vice versa) on finishing what they have to do because I'm done and ready to open the tavern for the night. (If waiting on people to sleep in Minecraft annoys you, then you'll love the shared energy.) - You also share the adventuring upgrade system. If someone enjoys combat and another person doesn't (or at least likes it when they feel protected), the person who doesn't combat doesn't have to go out to get upgrades in adventuring/skill class. (But honestly, the combat is easy and oddly relaxing, so +1 for cozy combat.) CONS: While it is, indeed, still cozy, there is a lack of progression. There are no quests, which feels very lackluster. The only "quests" you really have are setting the specials menu, but even then, that's it. The only sort of tutorial you get in multiplayer are the floating companions (e.g. Sprouty, Petalia) that appear in the farm area. The only reason how I knew to do anything right away was because I played the single-player. And to top it all, there are a bunch of bugs. So far, I've encountered: - The game did not recognize my friend's controller. (I believe it was an Xbox controller.) - Pets are glitching BADLY. You cannot have a pet on for each person, or they will stack into each other and/or float randomly in the area (e.g. gliding over the sea) no matter where the other person is. - One player randomly gets locked out of fighting with a screen saying their companion is currently in a fight. However, the companion is neither in a fight nor even in an adventure zone. This stays locked until the session is restarted. - Once, a blank menu screen appeared, blocking my entire screen, even when exiting to the main menu. I had to close the game and rejoin. - You unlock a plethora of brewing recipes (more on this later), but the wine shop still tries to sell them to you. Some other nit-picky issues (mainly parity conflicts): - Single-player's energy starts at 180. The multiplayer starts at 270. I understand that twice the players means easier to get things done, but it bothers me that it's not double the energy for double the players. (This especially doesn't make sense to me because we even start off with double the money.) - So far, it doesn't seem that there is a limit to how much food you can eat to replenish energy in single-player. However, in multiplayer, you can only eat a certain amount a food a day to replenish energy. - You start off with a class in multiplayer, but it seems you have to work your way towards this in single-player. Honestly, keeping this the same could have been an easy way to include progression in co-op mode. - Again, there are no quests in co-op, but there are in single-player mode. To be fair, they do warn you about this in the menu (so I get +1 for transparency), but I still don't get why that decision was made, especially as shared/co-quests appear (and are preferable) in other games in the same niche. --- Overall, I hesitantly recommend it in its current state. If you're going for single-player, it's a bop. Enjoy! If you're going for co-op, go for vibes, not for quests, and expect a Timon-and-Pumbaa-amount of bugs.
51 hours played
Oct. 2025
I really enjoyed the gameplay, however the english translation is so terrible it ruined my ability to enjoy the story or appreciate the characters at all. I wondered if it was auto-translated without a beta-read before plugging it in. the cute combination of rpg/farming/tavern management is a fantastic mix and the art style and outfits are great. I enjoyed the departure from farm sim norms of having main crops be limited to seasons!
10 hours played
Oct. 2025
Review as of 09th of October 2025 TLDR: Great concept, needs a bit more work to turn into a fully-fledged game. If you want a chill, slightly repetitive but satisfying game, buy this one. If you are looking for something that will grab you for hours on end, pass this one for the moment, but be sure to keep an eye on it from time to time. Overall Score: 8/10 Graphics: 10/10 Sound: 9/10 Story: 6.5/10 Coop-mode: 8.5/10 Game Design: 5/10 Game Mechanics: 7/10 Performance: 10/10 Overall Dragon Song Tavern is a lovely game. The graphics are pretty, neat and using 2D assets to make a fully fleshed out 3D environment bringing a nice, refreshing vibe to the game, as if you are playing out out of the fairy-tale book. However, this comes with a hiccup: balance and progression. So far, I feel like "small" one to two hours sessions are how I can enjoy the game. Start it, play 2 to 3 in-game days then take a break. And it's a shame because there is a lot of potential ! Graphics This is maybe one of the best highlights for this game. Character customisation is simple but it has depth and is very satisfying. Plenty of dresses and clothes for both genders to play with, custom, and as they are purchased progressively, there is enough to get a few changes in wardrobe through the game progression. The different maps - the homestead, Town Market and the various areas are well worked and quite pretty to explore. And despite the trees and decors being flat, they still feel satisfying to explore and pass by, showing a good attention to detail here. Sound Very nice work here too. The various melodies and ambience sound are simple but satisfying and match well the atmosphere of the game. The only demerit I could feel is that it would be nice to have just a bit more variety and potentially being able to chose the music in the Tavern itself. Otherwise, nothing to say other than: Bravo. Story Ok, so here is our first problem. Story and in particular, story progression. You start the game and are thrown straight into tutorial mode paired with the story. But it feels a bit disconnected. It feels more like the story is written to match the mechanics than the opposite. Instead of throwing everything in one go at the player, progress through it one day at a time. Having the magic bread and water on the first evening would show the Player that they need to prepare meals. So the next day, they can work on meals with crops planted the first day. On the second day, they get to serve 2 dishes they made themselves from day 1 crops processed with Luca's help. Then evening of day 2, customers can suggest pairing drinks. And so day 3, player can make a Lemonade or other, leading to a less daunting progression and a nicer ease into the story of being tavern keepers. It would also help character building as it gives more time and dialogue to work this new relationship between players and Lucas. The story is pretty linear. The fact that it is also tied to quest and level progression hinders it a fair bit. Again, story shouldn't be directly blocked by game mechanics. It would be good to work on the adventuring side and give it a proper quest, separate from the main story. Giving the player another reason to explore and visit maps other than "I need x ingredient" would feel a lot more satisfying in my opinion. Now, please do take this with a pinch of salt, I have not cleared the full game, far from it seeing I only have gotten to the 2nd adventure zone. Coop-mode Not much to say in this particular section. Did not experience any particular technical issue. It would however be nice to have access to Story progression. Events / cut-scenes can be forced on both player the moment one triggers it or both could be needed to allow the story to proceed. Other than that, well done. Game Design Here we are. The crux of the pain in this game. First of all, let's give to Cesar what belongs to Cesar: 1 - The game is neat and overall organised 2 - It works. Well enough to have spent a couple of sessions and it being fun 3 - It makes sense and has good structure, be it in terms of mechanics or progression 4 - Adventuring gear and costumes look good However... A - It lacks balance. Certain ingredients can only be obtained once a month, others only every few days and this is not very well explained at all. And this can get especially frustrating at the start if you are trying to play without following a wiki or a guide, since NPCs only give you hint through rumours and by the time you hear the rumour about the ingredient you are trying to get it might be too late... Finding about an ingredient spawn date right after the day it spawned on, forcing you to wait a whole month....I'm looking at you cave spiders.... In a similar fashion, gear materials are quest rewards only... Quest which are sporadic at best... B - It lacks progression. Nearly every single ingredient is available from game start. Not only is this overwhelming to a starting player, but it very quickly kills the progression. Other than the story, there is no real reason to strive to continue the game. C - As a result of A and B, the game is grindy. And not in a fun way. You want fish? You have to wait for it to spawn. You want special ingredients? Sorry, gotta wait for it to be the right day. You want to process a resource? Sorry, you can only do it 2 at a time. Each of these, on their own, are fine, but accumulate them and the fun starts to slip away. D - This one is a bit minor, but still good to note. You enter a shop from the front, but inside the shops are displayed from the opposite side, making the player appear at what looks like "the back". And if you haven't stopped moving forward? Well, your exiting right back out. This is fine a few times but when you are running around trying to get your gear sorted? Gets....frustrating. So if we enter by the front, make the player appear at the bottom of the screen, not the top please. Or freeze the exit for 2 or 3 seconds to let our minds adjust. E - Adventuring. It's great, DnD inspired, and simplified enough to be accessible. But it's barely explained, you aren't even told your starting class and there are no explanations around combat. I could make this a whole section in and of itself... But let's keep it simple: needs more work. a) Explain gear evolution. Also, make it as a tree, that would be much nicer. b) Add more gear to the merchant - basic gear just has no use/appeal. Offer improvements when moving regions but keep them less interesting than the custom gear. You should aim for a balance where: Basic Rank 1 < Custom Rank 1 < basic Rank 2 < Custom Rank 2 - this way there is a motivation for players to purchase basic gear and that way their custom gear is unequipped and ready for upgrade once they have the materials to upgrade it c) Make hunting a way to get upgrade materials, this would help making the game less grindy and more entertaining. Pair that with the removal of the zone visit limit. Player is already limited in the amount of hours in a day, no need to lock them out in a single zone per day (even with Lucas magic - or provide "upgrades" to do it more often) So again, huge potential but there is work to do. Game Mechanics This one is interesting. Most mechanics are very well designed and satisfying but due to balancing, they don't deliver their full might. 1 - Cooking. Make it progressive. Consider ingredient prep and a way to latter expedite it (helpers or skip). Maybe add facilities in the tavern that can be bought and upgraded to do more 2 - Story. Consider adding class actions/dialogues to immerse the player more 3 - Refining. Seems on the way, but to confirm: need ways to upgrade facilities 4 - Growing. Add an Orchard 5 - Make fish spawn at day start and replenish after fished
35 hours played
Oct. 2025
I'd recommend this game for people who are looking for something simple with a short game loop and for those who are patient enough to grind slowly and truly experience it as a cozy slow down time type of game. I don't think this game is quite for me but I did enjoy it and get a little addicted for a couple of days (played only for 5 days for around 34 hours). What I liked: - I liked how I could customize my character and not be locked in for the same hair/skin/face styles and colors. Even after starting the game, I was able to re-customize my character. - The outfits were really cute though I did wish there were more styles. There may be more -- I think maybe I just didn't play long enough to see more. - The fishing was satisfying and not too difficult. Usually I suck at fishing and it gets frustrating in some other games but this one was simple enough for me. - Researching recipes - this was my favorite part of the game that got me addicted for a few days. I love that they give you hints for what the ingredients are and you can then figure it out yourself. There's also a little cooking timing thing that you need to do to get the timing right to make the food better which was fun. - Character interactions - the characters are pretty cute and funny and I like reading their interactions. I think the story is probably interesting and will get better too but I wasn't able to stick around long enough to see it through. - Saving any time - the game lets you save anytime so that's helpful! - Changing the day requires you to open & close the tavern - I liked this because it allowed me to do all my dailies without being forced to sleep by a certain time. I got to do all my dailies and then opened and closed the tavern at my own pace before I wanted to start the next day. - Farming - was quick and simple. Didn't have to plant/water/collect one crop at a time, thank goodness! What didn't work for me: - The battle music? - some of the songs for the battles or maybe just some areas in general didn't really hit for me. There was one location where the music had a certain part to it where the pitch was like really high or something and the note was just A LOT louder than the rest of the song and it gave me a headache. It also didn't help that some battles took FOREVER if you're like under leveled or something. - There are a few bugs in the game - I honestly didn't mind this too much and the people on the discord are pretty responsive with trying to get bugs fixed so if you don't mind interacting with people to get bugs resolved, I think that shouldn't be too big of a problem. I personally don't like having to do extra communication though! - Waiting - I'm not a very patient person and there were some ingredients that you could only get from one island on one specific date of the month. And you're only able to go to one island each day unless you use the buff that you get once a week to use for one day where you get to go to two islands that day instead. It wasn't enough for me. I was ADDICTED and desperate to get my ingredients to figure out some recipes and to maximize my earnings using the tip buff but alas... I'd have needed to wait another like 10 game days to get the ingredient. I really wanted to make like all the expensive recipes and serve them all with the tip buff and generate a BIG pay day but yeah. I didn't have the patience to hoard for weeks. - Not enough details in the game itself - For the specific dates for when certain monsters show up at specific islands, there doesn't exist a calendar built into the game itself I think? At least it's not an actual calendar. It's not impossible to find out which dates are for what though because the customers will drop you hints sometimes as they're leaving the tavern after their meal for when you should look out for a specific date but sometimes it's a couple days in advance and you'd have to either just remember it or write it down so you don't forget. I'd prefer to just pull up a calendar. Also, what does "CHA" do.. for the characters' stats? I have no clue because there's no definition in the game for the different stats and how they affect the characters' combat. There are also some upgrade quests for your characters where you have to get a certificate to advance your character but some of the items for those quests I can't for the life of me remember where I was supposed to go or what monster they drop from. And if you go back to the quest log, it doesn't say. Just tells you what item you need. But from where..? and what..? - The game minimizes if you click on another screen - Pulling up another like guide/calendar wouldn't have been a big deal but the thing is when you have two monitors and you're playing in "full screen," and then you click on a window in another monitor without alt tabbing, the game minimizes. I wish I could've interacted with another window while the game was still open. - The game loop - the game quickly got a little too repetitive without anything new happening because of all the waiting to get to the specific days to get the ingredients I need. My day was mostly farm --> collect my eggs & milk --> collect free fruit --> collect fishing net fish --> go buy some extra ingredients/seeds/cute outfits --> go craft wine/meat/milk products/flour --> go to another island for some ingredients --> use my remaining energy to fish --> cook & make drinks for the tavern --> open & close tavern --> repeat. Extras I wish the game had: - I WISH I could throw a party or a banquet or something at the tavern for my "friends" and develop friendship with the town people. Not sure if that's a thing in the future of the game or if I didn't play long enough to get to something like this but the game play loop was looping the same thing for so long I didn't feel engaged enough to even get to the point where I could find all the cute pets shown on the game page. :( - I think the game only has a page showing the town people's favorite drinks. But I don't think it showed their favorite dishes. I thought it would be so cute if they could do both drinks + dishes and then let us do maybe a special theme or something to attract more people who actually enjoy what we're currently selling for that day. - I wish I had a bedroom to decorate or something and that the tavern had more decoration because the decoration all just seems like color changes to blue/pink or simple style changes but nothing too different and fun to customize with (personal preference ofc). I also had a bed in my inventory so I think maybe there's a way to get a bedroom...? but again, maybe I just didn't play long enough to get to that point where I could decorate a bedroom... Not too sure about this.
21 hours played
Sept. 2025
Multiplayer worked for us with no real issues but I would not recommend buying this game for multiplayer just yet. Multiplayer mode has no main quests, no side quests and no cut scenes (meaning no story), recipes you unlock via side quests are automatically unlocked at the start of the game. The lack of quests in multiplayer also means no tutorial so you have to just figure things out on your own. You might get a few hours of fun from running a tavern with your friends but it pretty quickly turns into a bland repeat of gathering ingredients and opening the store every day with more and more grind needed between levelling up with little to no variety to keep you interested.

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Frequently Asked Questions

Dragon Song Tavern: Cozy & Adventurous is currently priced at 9.75€ on Steam.

Yes, Dragon Song Tavern: Cozy & Adventurous is currently available at a 50% discount. You can purchase it for 9.75€ on Steam.

Yes, Dragon Song Tavern: Cozy & Adventurous received 273 positive votes out of a total of 357 achieving a rating of 7.20.
😊

Dragon Song Tavern: Cozy & Adventurous was developed by Etherous Games Limited and published by HARRISONWORLD CO.,LTD and Etherous Games Limited .

Yes, Dragon Song Tavern: Cozy & Adventurous is playable and fully supported on Windows.

Yes, Dragon Song Tavern: Cozy & Adventurous is playable and fully supported on MacOS.

No, Dragon Song Tavern: Cozy & Adventurous is not playable on Linux.

Dragon Song Tavern: Cozy & Adventurous offers both single-player and multi-player modes.

Dragon Song Tavern: Cozy & Adventurous includes Co-op mode where you can team up with friends.

Yes, there are 8 DLCs available for Dragon Song Tavern: Cozy & Adventurous. Explore additional content available for Dragon Song Tavern: Cozy & Adventurous on Steam.

No, Dragon Song Tavern: Cozy & Adventurous does not support mods via Steam Workshop.

No, Dragon Song Tavern: Cozy & Adventurous does not support Steam Remote Play.

Yes, Dragon Song Tavern: Cozy & Adventurous is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Dragon Song Tavern: Cozy & Adventurous.

Data sources

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Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 20 June 2026 01:11
SteamSpy data 30 June 2026 12:02
Steam price 01 July 2026 04:57
Steam reviews 30 June 2026 10:04

If you'd like to dive deeper into the details about Dragon Song Tavern: Cozy & Adventurous, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Dragon Song Tavern: Cozy & Adventurous
  • SteamCharts - Analysis of Dragon Song Tavern: Cozy & Adventurous concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Dragon Song Tavern: Cozy & Adventurous compatibility
Dragon Song Tavern: Cozy & Adventurous PEGI 12
Rating
7.2
273
84
Game modes
Multiplayer
Features
Online players
9
Developer
Etherous Games Limited
Publisher
HARRISONWORLD CO.,LTD, Etherous Games Limited
Release 24 Sep 2025
Platforms